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![]() I love exp. I always add little rewards for killing blows and impressive tactics. It makes games feel less like wargaming and more like annadventure. But innmy wrath of thenrighteous game i dictate whennthey level up because the game requires me to do too much work to level monsters up to.the group when i can do the opposite. I also like xp because it creates incentive to show up to sessions. You dony show you lose out on exp. ![]()
![]() So for weeks now I have been dreading any of the boss fights for this AP. but after I did a little work on the Mythic version of Baphomet I gotta say he looks pretty terrifying. Chris if you are there don't read this. ^_^ Spoiler:
I added a few feats and changed a single ability (glaive mastery lets him attack adjacent players with no penalty).
I gave him the Furious focus, Bleeding critical and Critical Mastery feats to round out his martial design and continue the theme of a bleeding weapon. I also gave him quickened maze instead of the maze 3/day... it seemed more appropriate that he should be able to do that. I gave him 5 mythic feats according to his tiers/ranks, Mythic Bleeding critical, Combat reflexes, Furious focus, Power Attack and Improved initiative I maxxed out his HP, in all fairness if they are close to one rounding him I going to place a 0 after his normal HP. "gods' are "gods" after all. I also gave him a static extra damage boost to his natural attacks because 2d8+6 strikes fear into the heart of no one. Even though his perception is super super high I still felt the need to add the fact that he is totally aware of everything at all times on his abyssal plane since it is an extension of his consciousness. In addition he will probably use his super miracle to reset the fight on his end around halfway through. Ressurecting all of his Balor minions etc. So here he is. this is just a rough cut not the final version but hopefully it will offset some of the woe Gms are feeling about powerful players. Spoiler:
BAPHOMET mythic rank 10 (surge d12 10/day) CE Large outsider (chaotic, demon, evil, extraplanar, deific)
SPECIAL ABILITIES
Glaive Mastery (Ex) Baphomet is exceptionally skilled at fighting with a glaive. He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization. He may also attack adjacent creatures with his glaive at no penalty. Infernal Brand (Su) The mark of Asmodeus is branded on Baphomet’s brow, yet this is no mark of fealty or servitude. Rather, Baphomet has claimed the pentagram—a remnant of the time he spend as the archdevil’s prisoner—and now draws power from it. The brand grants him his devil-like abilities of fire immunity and see in darkness. In addition, all devils and worshipers of devils take a –2 penalty on saving throws against Baphomet’s special attacks and spell-like abilities. He gains a +4 bonus on caster level checks to penetrate a devil’s spell resistance, and automatically penetrates a devil’s damage reduction with his glaive and natural attacks.
Supernatural Cunning (Su) Baphomet is never caught flat-footed and gains a +8 bonus on initiative checks. In addition, he’s immune to maze spells and can never become lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly and can teleport to any location using his greater teleport spell-like ability.
Mythic Furious Focus: When you are usingFurious Focus, you don't takePower Attack's penalty on attack rolls that are made as attacks of opportunity. As a free action, you can expend one use of mythic power to negate Power Attack's penalty on all melee attacks you make for 1 round while using this feat. Mythic Power Attack: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonusreaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
Mythic Combat Refelexes:You can make any number of additional attacks of opportunityper round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving Mythic Improved Initiative: The bonus on initiativechecks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus fromImproved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20. Mythic Bleeding critical: The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your tier. Any magical healing ends the bleed damage normally.
Weapon damage
Hope this helps others. And yes I am aware there are some mistakes in there. like i said before. Rough cut ![]()
![]() so the way i ran the final fight was this. playing 10-11
Movie plot spoiler: the kings gf used her scroll of arcane eye to scout out the area and saw the party instead of the harpies. in an attempt to scare them off i had the king cast enlarge person on the false king. made that guy gigantic and the whole party shrieked. I burned another round casting silence on one the boulders and threw it into the middle of the party while casting black tentacles on that same area. most of the party retreated into the left most cavern to hide. the wizards got a few acid balls off on me and I didn't throw up energy absorption because we were getting close to time. I added see invis to the sorc because she saw a lot of casters. the invisible ninja was enjoying his greater invis for the entire scenario and ran straight up the stairs to be within 5 feet of her. she took a five foot step used her want of glitter dust and the king went full bore on the guy... it was not pretty. 5 hits came out to 102 damage BAM. dead, dead ninja. The other giants were getting picked off by the god wizard. king and queen D-doored into the back room and the king cast righteous might. then air walk to walk up to him even though he had the reach to hit him. the queen wall of forced themselves in the room with the god wizard, forcing the party to watch the wizard quigon-jin style while they finished off the last of the giants. The time was getting closer and closer to being called as the store was closing so i opted to not grab the wizard and kill him and instead he threw a bunch more fireballs twisted to acid and the game was over. king went down even after i burned his heal on himself. the queen was going to cast black tentacles up in the corner to catch the god wizard. all in all it was super fun and i went out for beers with the dead ninja . and now we are friends. ![]()
![]() insaneogeddon wrote:
Nope the roc doesnt qualify under. You need the beastmaster archtype. Archery is fine if you want to be just another ar her ranger on a roc but you do d6 without gravity bow and cover will plague you untill ten since you give upnyour sixth level combat stllyle feat.
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